Indeed, Coal uses the PMO. Also my compo game uses it, and you can swim. Basically swimming is just lower gravity, with endless jumping. Wall bouncing needs sensors on each side of the guy or else it won't work I think.
You can log off any time you like, but you can't ever leave.
Eeeeew, your first mistake is using the Platform Movement Object.
But yeah, water is always low gravity, and then either low jump strength and unlimited jumps or a single jump of normal jump strength (like in a lot of games with robots, like Megaman, where they sink but can jump extra high).
And then wall jump either have sensors on the sides of the character, or on the sides of the walls (which I find easier, but only because my walls are already covered in sensors). When the sensor is in contact with the person/wall then you slow your fall (holding onto the wall, usually when pressing a button towards the wall) and/or get an extra jump as long as you're in contact with it.
Oh, and don't use the Platform Movement Object, it's three parts useful and one part pure evil.
"Oh, and don't use the Platform Movement Object, it's three parts useful and one part pure evil."
Don't speak such crap. The PMO is an awesome object, easy to use and manipulate and feels a damn site better than 90% of custom platform movements Ive ever played. I think you'll find quite a few people agree with me that it's a good object to use.
I've never used the PMO, but the only thing you should have to do is copy the code for the original jump except change the code for him being on the ground to not being on the ground + touching a wall. That's how you would do a custom one anyways.
Originally Posted by Jon222 The double jump works fine, but I still can't really make a wall jump
Id have side sensors that only position themselves at the players sides when hes falling, and are in the same direction of the player... so
Hes falling, facing left, there's a detector on the left side of him. If it overlaps the backdrop and user presses jump again, he changes direction and jumps, causing the himself and the sensor to face right, ready to overlap the right wall... lol hope that made sense.. I think that should kinda work.
Originally Posted by Jon222 The double jump works fine, but I still can't really make a wall jump
Id have side sensors that only position themselves at the players sides when hes falling, and are in the same direction of the player... so
Hes falling, facing left, there's a detector on the left side of him. If it overlaps the backdrop and user presses jump again, he changes direction and jumps, causing the himself and the sensor to face right, ready to overlap the right wall... lol hope that made sense.. I think that should kinda work.
I merely suggested that the player jumps away from the wall as well as up, otherwise you have to do a lot of tedious floating through the air with the arrow keys
I didn't mean to be rude, the PMO is a lot better than most custom movement I've seen, and if you're uncomfortable making your own then definitely use the PMO. But once you start needing more complex actions then it's a good idea to consider making your own. If you can't, then no big, the community is always here to help you exploit the PMO.
Also, that example game was kind of confusing.
Also, Klikmaster is right, when you wall jump there needs to be some horizontal velocity added, pushing you away from the wall.
I didn't mean to be rude, the PMO is a lot better than most custom movement I've seen, and if you're uncomfortable making your own then definitely use the PMO. But once you start needing more complex actions then it's a good idea to consider making your own. If you can't, then no big, the community is always here to help you exploit the PMO.
Also, that example game was kind of confusing.
Also, Klikmaster is right, when you wall jump there needs to be some horizontal velocity added, pushing you away from the wall.
You're probably right, I'm just bad at making a platform movement engine and once I get more confortable with MM2 I'll try